Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-11-25 | Fix uniform array alignment to fix a bug | Yuri Roubinsky | |
2021-11-25 | Revert "Pushes array of uniforms to first place in the buffer" | Yuri Roubinsky | |
2021-11-25 | [macOS / iOS] Use non atomic operation to store facing bits on MoltenVK. | bruvzg | |
2021-11-24 | Merge pull request #51679 from Je06jm/fsr | Rémi Verschelde | |
AMD FidelityFX Super Resolution | |||
2021-11-24 | Merge pull request #55281 from bruvzg/mvk_fog_volumes | Rémi Verschelde | |
2021-11-24 | [macOS / iOS] Use storage buffers instead of unsupported images for the ↵ | bruvzg | |
volumetric fog on MoltenVK. | |||
2021-11-23 | Rename `remove()` to `remove_at()` when removing by index | Lightning_A | |
2021-11-23 | Implemented AMD's FSR as a computer shader for upscaling 3D scenes | Je06jm | |
2021-11-23 | Prevent return statement from using in block in shader main functions | Yuri Roubinsky | |
2021-11-22 | Add wakeup() conditional if previous gravity was 0 | Brennen Green | |
2021-11-22 | Add methods to get position from column and line in TextEdit | Yuri Sizov | |
2021-11-20 | Add area to moved list when changing monitorable, | Marcel Admiraal | |
and only remove area from query when deleting pair if it was monitorable. | |||
2021-11-19 | Allow passing non-variable constant to const function param in shaders | Yuri Roubinsky | |
2021-11-18 | Merge pull request #55084 from JFonS/fix_depth_prepass | Rémi Verschelde | |
Fix Depth-Prepass transparency mode | |||
2021-11-18 | Merge pull request #55085 from JFonS/transparency_fixes | Rémi Verschelde | |
Fix transparency state initialization | |||
2021-11-18 | Fix Depth-Prepass transparency mode | jfons | |
Add mising bits of implementation and ensure depth-prepass objects are only rendered in the transparency pass. | |||
2021-11-18 | Merge pull request #55074 from nekomatata/fix-soft-body-gravity | Rémi Verschelde | |
2021-11-17 | Fix applied gravity on soft bodies | PouleyKetchoupp | |
Regression fix, gravity was accumulated between frames after some changes around area gravity calculation. Also got rid of unused member and method in soft body class. | |||
2021-11-17 | Fix contact generation with backface collision disabled | PouleyKetchoupp | |
Replaced the previous implementation for backface collision handling (in test_axis function from SAT algorithm) with much simpler logic in the collision generation phase with face shapes, in order to get rid of wrong contacts when backface collision is disabled. Now it just ignores the generated collision if the contact normal is against the face normal, with a threshold to keep edge contacts. Added a special case for soft bodies to invert the collision instead of ignoring it, because for now it's the best solution to avoid soft bodies to go through concave shapes (they use small spheres). This might be replaced with a better algorithm for soft bodies later. | |||
2021-11-17 | Fix rest_info returning no result with high margin and low motion | PouleyKetchoupp | |
Apply the same logic as in test_body_motion to make sure the minimum allowed depth doesn't filter out all contacts in this case. | |||
2021-11-17 | Merge pull request #55029 from clayjohn/VULKAN-SRGB | Rémi Verschelde | |
Add SHADER_IS_SRGB define to Vulkan renderer | |||
2021-11-16 | Fix SRGB conversions in Vulkan Renderer | clayjohn | |
2021-11-16 | Merge pull request #55036 from nekomatata/bvh-fix-update | Camille Mohr-Daurat | |
Fix physics BVH pairing for teleported or fast moving objects | |||
2021-11-16 | Fix physics BVH pairing for teleported or fast moving objects | PouleyKetchoupp | |
Updating the broadphase to find new collision pairs was done after checking for collision islands, so it was working in most cases due to the pairing margin used in the BVH, but in case of teleported objects the narrowphase collision could be skipped. Now it's done before checking for collision islands, so we can ensure that broadphase pairing has been done at the same time as objects are marked as moved so their collision can be checked properly. This issue didn't happen in the Octree/HashGrid because they do nothing on update and trigger pairs directly when objects move instead. | |||
2021-11-16 | Rename built-in `SGN()` macro to `SIGN()` | Hugo Locurcio | |
This matches the name of the GDScript function (except it's uppercase here). | |||
2021-11-13 | Fix broken light_compute in mobile renderer | Yuri Roubinsky | |
2021-11-12 | Fix multimesh still drawing when visible instances is zero | Brian Semrau | |
2021-11-12 | Use "enum class" for input enums | Aaron Franke | |
2021-11-12 | Fix transparency state initialization | jfons | |
2021-11-12 | Fix default_texture_param in shader pipeline to support uniform arrays | Yuri Roubinsky | |
2021-11-12 | Merge pull request #54867 from Chaosus/shader_fix_light_albedo | Rémi Verschelde | |
Fix shader crashing when using `ALBEDO` or `ALPHA` in light function | |||
2021-11-11 | Merge pull request #54810 from nekomatata/area-separate-override-modes | Camille Mohr-Daurat | |
Separate space override modes for gravity/damping in Area | |||
2021-11-11 | Fix shader crashing when using `ALBEDO` or `ALPHA` in light function | Yuri Roubinsky | |
2021-11-10 | Add raycast options to hit when starting inside / hit back faces | PouleyKetchoupp | |
Makes the results consistent for all shape types with options to set the desired behavior. | |||
2021-11-10 | Merge pull request #54783 from ator-dev/fix-override-exposure | Rémi Verschelde | |
2021-11-10 | Fix errors in CharacterBody when floor is destroyed or removed | PouleyKetchoupp | |
In all physics servers, body_get_direct_state() now silently returns nullptr when the body has been already freed or is removed from space, so the client code can detect this state and invalidate the body rid. In 2D, there is no change in behavior (just no more errors). In 3D, the Bullet server returned a valid direct body state when the body was removed from the physics space, but in this case it didn't make sense to use the information from the body state. | |||
2021-11-09 | Separate space override modes for gravity/damping in Area | PouleyKetchoupp | |
Also make inspector clearer for gravity point properties. | |||
2021-11-09 | Merge pull request #54736 from Chaosus/shader_fix_uniform | Rémi Verschelde | |
2021-11-08 | Merge pull request #54134 from nekomatata/body-center-of-mass-local | Camille Mohr-Daurat | |
Expose local center of mass in physics servers | |||
2021-11-08 | Expose local center of mass in physics servers | PouleyKetchoupp | |
Center of mass in body's local space is more useful than the transformed one in some cases, like drawing its position for debug. It's especially useful to get the generated local center of mass when in auto mode (by default). Physics Server BODY_PARAM_CENTER_OF_MASS: Now always returns the local center of mass, instead of setting a local center of mass and getting a transformed one. This causes compatibility breaking, but it makes more sense for the parameter to be consistent between getter and setter. Direct Body State: There are now two properties, because both of them can be useful in different situations. center_of_mass: relative position in global coordinates (same as before) center_of_mass_local: position in local coordinates | |||
2021-11-09 | Merge pull request #46721 from bruvzg/custom_word_break_punct | Rémi Verschelde | |
2021-11-09 | Merge pull request #54372 from bruvzg/text_edit_ui | Rémi Verschelde | |
2021-11-08 | Implement CameraEffects override_exposure | Dominic-ATOR | |
2021-11-08 | Merge pull request #54486 from ibrahn/thread-work-pool-lazier | Rémi Verschelde | |
2021-11-07 | Pushes array of uniforms to first place in the buffer to prevent bug | Yuri Roubinsky | |
2021-11-05 | Rename AABB `get_area` to `get_volume` | Brian Semrau | |
2021-11-05 | Merge pull request #54642 from BoilingFusion/master | Camille Mohr-Daurat | |
Fix the volume calculation for cylinders | |||
2021-11-05 | Merge pull request #54573 from nekomatata/query-parameters | Rémi Verschelde | |
2021-11-05 | Fix the volume calculation for cylinders | Julian Adamse | |
2021-11-05 | Use Callable in RS::request_frame_drawn_callback | Brian Semrau | |